[Enemy01]
Help=Homing Enemy|ŻŻŻŻŻŻŻŻŻŻŻŻ|Drops Downwards and follows the players||A = No Capsule (default)|B = Capsule (default)||Frames are unlocked|

[Enemy02]
Help=One Direction Homing Enemy|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|Enemy flies left and homes onto the |players. Goes either up or down|depending on where it's Y location is||Ex: Y<=0-239 Flies down|      Y>=240-480+ Flies up||(Continues left)|||~~~~~~~~~~~~~~~~~||A = No Capsule (default)|B = Capsule (default)||Frames are unlocked|

[Enemy03]
Help=Intro Group|ŻŻŻŻŻŻŻŻŻ|Standard 5 enemies that are usually found on |intro levels.||Flies left and zig-zags downwards/upwards||You can change the amount of enemies in |formation with # Inst.|||~~~~~~~~~~~~~~~~~||Capsules are dropped upon destroying the |group||Frames are unlocked|

[Enemy04]
Help=FOSS|ŻŻŻŻŻ|Standard enemy that flies left and moves up |and down.| |Changing the values in Parem 1 affects height|| 0 -> none|  112 -> default|  240 -> Max Y difference.||~~~~~~~~~~~~~~~~~||A = No Capsule (default)|B = Capsule (default)||Frames are unlocked|

[Enemy05]
Help=Turrets|ŻŻŻŻŻŻ|Standard Turrets that locks onto players and |fire at them.||~~~~~~~~~~~~~~~~~||Frames are locked to 11 Horizontal and 1 |Vertical.|The first 5 are for the left while the last 5 are |for the right. 6th frame should always be |pointing up(if it is a turret).||A = Bottom no capsule|B = Bottom drops capsule|C = Top no capsule|D = Top drops capsule|

[Enemy06]
Help=Duckers|ŻŻŻŻŻŻŻ|Standard Duckers.||Frames are locked to 14.|First 4 frames walk right|Next 3 frames fire to right|Next 4 frames walk left|Last 3 frames fire to left.||Animation speed is the same as movement |speed.||A = Bottom no capsule|B = Bottom drops capsule|C = Top no capsule|D = Top drops capsule|

[Enemy07]
Help=Grouped Enemy|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|Enemy that can be assigned as a group like |the intro enemies.|Will move to the left going in a up and down |pattern.|As soon as the enemy hits the left screen it will |then move right.||Changing the values in Parem 1 will change |the bouncing height.||  0 -> none|  112 -> default|  240 -> Max Y diference.|

[Enemy08]
Help=Moving Turret|ŻŻŻŻŻŻŻŻŻŻŻ|Frames are unlocked but have an exception.|The first half of frames will be used for the |movement animation while the last half is for |the idle shooting animation.||Ex: If the enemy has 6 frames then the first 3 |will be for the movement and the last 3 for |shooting.||It is best for the frames to be an even number.||Frames/2||Anim.Sp is determines the movement speed of |the enemy but is reversed.|The higher the Ani.Sp the slower the enemy is.||A = Bottom no capsule|B = Bottom capsule|C = Top no capsule|D = Top capsule|

[Enemy09]
Help=Jumper|ŻŻŻŻŻŻ|As of now, this enemy is only for the Bottom||A = No capsule|B = Capsule||Param1 = 0  --> Bottom|Param1 > 0  --> Top|

[Enemy10]
Help=Laser Turret|ŻŻŻŻŻŻŻŻŻŻ|Param1 = Minimum time between shots in |Seconds/10   (10 = 1 second)||~~~~~~~~~~~~~~~~~~~~~~~~~~~~||This enemy can be used for destructable |terrain. Just insert any kinda graphics and set |the %Sht to 0.|

[Enemy11]
Help=Fireball|ŻŻŻŻŻŻ|Will not collide with any collision set tiles.|

[Enemy12]
Help=Zeb|ŻŻŻ|Frames are unlocked but has an exception.||Frames must be an even number and the first |half is for the enemy to show itself while the |second half is for it to be active.|Ex: Frames is 8||8/2 = 4||First 4 Frames are for the enemy to appear |while the last 4 is the active Frames||Param1 = Seconds/10 for it to make the |enemy use the last half of the Frames |Ex: (20 = 2 seconds)|

[Enemy13]
Help=Volcano Rocks|ŻŻŻŻŻŻŻŻŻŻŻŻ|If Parem1=0 then the enemy will shoot |upwards|Anything else other then 0 will shoot them |downwards|

[Enemy14]
Help=Base 1 Enemies|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|This is the enemy used by Base 1.|It is important when you want to change the |graphics of this enemy for Base 1 that you |make this enemy spawn in the stage or |offscreen(preferably at the beginning of the |stage at X=-10) to ensure that Base 1 will use |the new graphics.||~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||If Parem1=0 they will fly upwards |Anything else they will fly downwards.|

[Enemy15]
Help=Moai Rings|ŻŻŻŻŻŻŻŻŻ|This enemy collides with collision set terrain.||It is important when you want to change the |graphics of this enemy for Base 2/3 that you |make this enemy spawn in the stage or |offscreen(preferably at the beginning of the |stage at X=-10) to ensure that Base 2/3 will |use the new graphics.||Enemy15A is the default shot graphics for |Base 3(Moai)||Enemy15B is the default shot graphics for |Base 2(Green Totem)|

[Enemy16]
Help=Floating Base|ŻŻŻŻŻŻŻŻŻŻŻ|Frames are unlocked but with an exception.||It will use the first Frame as the movement and |the last Frame for when it'll shoot.|Ex: Enemy has 7 Frames. It will use Frame 1 |for movement and Frame 7 for shooting. |Frames 2-6 can be for opening or closing.||This enemy shoots out Enemy 17| |

[Enemy17]
Help=Ball|ŻŻŻ|Indestructible enemy.|This enemy will spin.|Does not collide with terrain.||It is important when you want to change the |graphics of this enemy for Enemy 16 that you |make this enemy spawn in the stage or |offscreen(preferably at the beginning of the |stage at X=-10) to ensure that Enemy 16 will |use the new graphics.|

[Enemy18]
Help=Fans|ŻŻŻŻ|This Enemy will fly upwards and to the left.|It will skim what ever terrain is marked as |collision. Once it hits the left side of the players |screen it will fly downwards and move towards |the right when it hits the bottom of the screen.|After it reaches to the right it will then fly |towards the left following the players |movement before going ofscreen. ||Frames are unlocked|

[Enemy19]
Help=Homing Enemy #2|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|This enemy will only fly towards the left and |change its angle(from 0 degrees to whatever) |depending on where the players Y position is.|

[Enemy20]
Help=Bouncing Bones|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|Indestructible enemy.|Collides with terrain marked as collision.||Note: It will still phase through walls |themselves but bounce off the ceiling and |floors.|

[Enemy21]
Help=Homing Bones|ŻŻŻŻŻŻŻŻŻŻŻŻ|Same as Enemy 13 (Volcano Rocks) but |indestructible.||If Param1 = 0 Rocks shoot upwards|If Parem1 = 1+ Rocks shoot downwards ||

[Enemy22]
Help=Grouped Enemy #2|ŻŻŻŻŻŻŻŻŻŻŻŻ|This enemy allows the use of grouping( # Inst.)||This enemy will fly towrds the left and once it |hits the left side of the palyers screen will fly |downwards/upwards depending on the the Y |positioning of the enemy and go back towrds |the right. ||Will drop a Capsule if the group is destroyed||The colors are only when you use the default |graphics.||A = Blue|B = Red|

[Enemy23]
Help=Amoeba|ŻŻŻŻŻŻŻ|This enemy will stutter towards the player.||Frames are unlocked||A = No Capsule|B = Capsule|

[Enemy24]
Help=Moving Floor/Ceiling Amoeba|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|Moves left and right.||Frames are unlocked||A = Bottom no capsule|B = Bottom capsule|C = Top no capsule|D = Top capsule|

[Enemy25]
Help=Stationary Launcher|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|This enemy will launch it self |upwards/downwards until it hits the |top/bottom screen and return to it's rest |position. It will only launch in set intervals.||Parem1 determines it's response time.||Param1 = Seconds/10  (30 = 3 seconds)||A = Top no capsule|B = Top capsule|C = Bottom not capsule|D = Bottom capsule|

[Enemy26]
Help=Dividing Amoeba|ŻŻŻŻ|Frames are unlocked but with an exception.||Frames must be an even number and the first |half is for the enemy movement while the |second half is for the dividing animation|Ex: Frames is 8||8/2 = 4||First 4 are movement while last 4 are the |dividing Frames||A = No capsule|B = capsule|

[Enemy27]
Help=Base Circler|ŻŻŻŻŻŻŻŻŻŻ|This enemy will travel in a circle formation and |launch itself towards the players after a set |time.||Param1 = Time(in seconds) for enemy to |launch towards the player.||Maximum time is 249 seconds(4 minutes)||A = Enemy will move up before traveling in a |circle|B = Enemy will move down before traveling in |a circle|C = Enemy will move left before traveling in a |circle|D = Enemy will move right before traveling in a |circle|

[Enemy28]
Help=Cell Wall|ŻŻŻŻŻŻŻ|This enemy will create more of itself growing |outwards like a wall.||Frames are unlocked but Frames/2 is for |when the cell is preparing to expand and the |last Frames/2 is for stationary. The more |frames the more time for it to expand.||Speed is to change the speed of the |expansion. If you set the speed to 0 then the |expansion speed will be picked at random.|Param1 = How long it will continue to expand|(in seconds)|Param2 = Direction of expansion|                0 -> all directions|                1 -> up|                2 -> right|                3 -> down|                4 -> left|                |

[Enemy29]
Help=Cell Virus|ŻŻŻŻŻŻŻ|This enemy spawns from the left(or right when |spd is set as a negative) and flies towards the |right. It will spawn a a random number of |them and cannot be set. This enemy sticks |onto terrain set as collision.||This enemy will stop spawning when the |players X < -2000 or X > 2000. |For longer distances then 2000 you would |have to place more after the last spawn point|or change CX to a higher value.||

[Enemy30]
Help=Suicide Amoeba|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|This enemy will aim at the players and attempt |to collide with them.|When shot will produce suicide bullets.||This enemy does not collide with collision |marked terrain.|

[Enemy31]
Help=Capsule|ŻŻŻŻŻŻŻ|Capsule.||Param1 = Type of Capsule:|     0 -> Normal capsule|     1 -> 1up capsule (no weapon bar)|     2-249 -> Score capsule * 100 (no weapon |bar)|






[Base_01]
Help=DAGOOM|ŻŻŻŻŻŻŻŻ|You can change the position of the enemies |emerging (enemy7) with "Edit B." changing |coordinates of "Nor.Shoot". Position is |diferet for A,B,C and D subtypes.||Param1 = Seconds/100 between open door |(200 = 2 second)||Param2 = Seconds/10 between enemies |emerging. (5 = 0.5 second)||A = enemies emerging up|B = enemies emerging down.||Nş Frames is free, but first frame is for base |waiting. Other frames only use in open/close |base.|

[Base_02]
Help=GREEN FACES|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|Speed is for vertical movement:|speed < 0 the face go to up|speed = 0 the face do not move|speed > 0 the face go to down||

[Base_03]
Help=MOAI|ŻŻŻŻŻ|Frames is set to 3:||1st Frame is Idle|2nd Frame is shooting frame|3rd Frame is destroyed frame||A = Faces Top Left|B = Faces Top Right|C = Faces Bottom Left|D = Faces Bottom Right||You will need to edit the coordinates of the |bullets in "Edit B." and change the X, Y of |Normal Shoot.||Be sure to change collision X, Y so it can be |damaged.|

[Base_04]
Help=MOAI|ŻŻŻŻŻ|Frames is set to 3:||1st Frame is Idle|2nd Frame is shooting frame|3rd Frame is destroyed frame||A = Faces Top Left|B = Faces Top Right|C = Faces Bottom Left|D = Faces Bottom Right||You will need to edit the coordinates of the |bullets in "Edit B." and change the X, Y of |Normal Shoot.||Be sure to change collision X, Y so it can be |damaged.|

[Base_05]
Help=Prominence|ŻŻŻŻŻŻŻŻŻŻ|Speed changes when the animation starts.||A = Fire up|B = Fire down|C = Fire left|D = Fire right|

[Base_06]
Help=MINI YOMAR|ŻŻŻŻŻŻŻŻŻŻŻ|Frames is set to 6:|1ş frame for repose|2-4ş frames for emergin|5ş- frame for finsih emergin|6ş- frame for shooting (enemy15A)||Param1 = Seconds/100 for the enemy |to revive(200 = 2 second)||Edit B.|ŻŻŻŻŻ|The "Auxiliar Boss Image" is if you want |emerging particles if not use a blank bmp/png. ||A = up left|B = up right|C = down left|D = down right.||

[Base_07]
Help=????|ŻŻŻŻ|Frames are free but must be even. The first half for the closed mouth and the second half for the open mouth (shooting).|Moves up or down.||A = Down|B = Up|C = Down|D = Up||Param1 = Distance/3 with the player closest |to begin to move [0..249] is [0..747] pixels||Param2 = Pixels/2 to move Up/Down [0..249] |is [0..498] pixels|

[Base_08]
Help=ANTENNOID|ŻŻŻŻŻŻŻŻŻŻŻ|Needs 3 "Auxiliar Boss Image". |First is arms|Second is weak point|Third is claws etc.||A = only upper arm|B = only bottom arm|C = two arms|D = no arms|

[Base_09]
Help=Extending Arms|ŻŻŻŻŻŻŻŻŻŻŻŻ|Needs 2 "Auxiliar Boss Image" in Edit B.||First is arm pieces|Second are claws/etc.|

[Base_10]
Help=????|ŻŻŻŻ|Needs an "Auxiliar Boss Image" in Edit B.||Image is tentacle beads that sways up and |down|

[Base_11]
Help=Gate|ŻŻŻŻ|Frames are free.|Sheet should start as closed and gradually |open. Speed is animation speed.|Around 80-99% speed is the sweet spot|

[Base_12]
Help=Nucleus|ŻŻŻŻŻŻŻ|Stays stationary.|Fires bullets from the center. Can edit firing |location and hit box in Edit B.|

[Base_13]
Help=????|ŻŻŻŻ|Frames are unlocked.|Last frame is when it spits out Enemy23 A or B|Make sure to add Enemey 23 A/B somwhere |or else it will default the graphics.|

[Base_14]
Help=????|ŻŻŻŻ|Param1 = Seconds for enemies leave the |base go to player (param1 for enemy27)||Param2 = Seconds/100 between open door |(200 = 2 second)||Speed and %shoot are for the enemies who |leave the base (enemy27). Position create of |this enemies is X and Y of "Nor.Shoot"||A = create a enemy27 A (up)|B = create a enemy27 B (down) |C = create a enemy27 C (left)|D = create a enemy27 D (right) ||This base have a aditional image that is |centered to X,Y of "Nor.Shoot" |

[Base_15]
Help=Destructible Gate|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|Frames are unlocked except for the destroyed |animation.||Basically its Frame/2. For example the sprite |has 6 frames, first 3 are the animations while it |is moving and the last 3 are the destroyed |animation.||Make sure to click on Edit B. to change the |hitbox.|

[Base_16]
Help=WORM|ŻŻŻŻŻŻ|Needs 2 "Auxiliar Boss Image". Click |on "Edit B." to change.||First is the body|Second is the tail||Param1 = Number of body parts||Param2 = How far the body/tail are from |each other.||






[Boss_01]
Help=HEAVEN'S GATE|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|Frames are unlocked. First frame is the closed |frame while the last frame is the open frame.||You can change the timing between closing |and opening with Ani Sp.||You can change Lasers with "Edit B."|Lasers 1 to 6 are for opened boss and Lasers |7 to 10 are for closed boss.|

[Boss_02]
Help=BIG CORE|ŻŻŻŻŻŻŻŻŻ|You can change number of lasers and cores |in "Edit B." button.|

[Boss_03]
Help=TETRAN|ŻŻŻŻŻŻŻŻ|This boss need "Auxiliar Boss Image". Clic on |"Edit B." for change arms.||Image Arms set to Z=6. If you need arms |covered boss put boss with Z < 6 else if you |need boss covered arms put boss with Z > 6. |Core(s) in Z+1.|| |

[Boss_04]
Help=PHOENIX|ŻŻŻŻŻŻŻŻŻ|Frames is set to 10. You do not change.|6 first frames is for fly movement, frames 7,8 |and 9 are for fire and frame 10 is for attack.||You can change speed of fly with "Ani. Sp"||Not need core.||You can change Shoot position change in |"Edit.B." the X and Y of "Normal Shoot".|

[Boss_05]
Help=YOMAR|ŻŻŻŻŻŻŻ|Frames is set to 6. You do not change.|4 first frames is for walk movement and frames |5 and 6 are for jump.||Animation Speed is automatic with speed of |walk.||Not need core.||You can change Shoot position change in |"Edit.B." the X and Y of "Normal Shoot".||Param1 = time between shots in |Seconds/10   (15 = 1.5 second)||%shoot is for number of bones|

[Boss_06]
Help=CELL NUCLEUS|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|Nş Frames is free, but first frame is for waiting. |Other frames are for loop (but not first).||Not need core.||Lasers 1 to 6 are changed by Enemy15A.|Lasers 7 to 10 are original laser shoot. |

[Boss_07]
Help=GOLEM|ŻŻŻŻŻŻŻ|This boss need 2 "Auxiliar Boss Image".|

[Boss_08]
Help=BIG ANTENNOID|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|This boss need 3 "Auxiliar Boss Image".||Not need core.||Normal Shoot not read coordinate, the position |is at arms (for each arm).|

[Boss_09]
Help=BACTERION|ŻŻŻŻŻŻŻŻŻŻŻ|This boss need 2 "Auxiliar Boss Image". ||Not need core.|

[Boss_10]
Help=RIOT|ŻŻŻŻŻ|Like BigCore.|

[Boss_11]
Help=Crawler X|ŻŻŻŻŻŻŻŻŻŻŻ|This boss need 5 "Auxiliar Boss Image". |ImageAux2 for up leg|ImageAux3 for down leg|ImageAux4 for eye|ImageAux5 for up and down hand|ImageAux6 for arms||Not need core.|||Param1 = Health of up arm. |          0 = indestructible; |          n = n*4 hits to dead.||Param2 = Health of down arm. |          0 = indestructible; |          n = n*4 hits to dead.|

[Enemy32]
Help=Option Hunter|ŻŻŻŻŻŻŻŻŻŻŻ|Basic Option Hunter.|Will chase players even after eating their |Options(Multiples).||This enemy will freely rotate itself.|Frames are unlocked.|
[Boss_12]
Help=WORM|ŻŻŻŻŻŻ|This boss need 3 "Auxiliar Boss Image". Clic |on "Edit B." for change.||Nş Frames is free for 3 graphics.||Param1 = Number of body parts||Param2 = Separation of bofy parts|
[Enemy33]
Help=
[Enemy34]
Help=
[Base_18]
Help=Ruins|ŻŻŻŻŻ|Frames are unlocked but has an exception.||The frames must be divisible by 4 and each |quarter corresponds to the 4 states of column |breakage.||8/4 = 2 frames for any state.|||Param1 =  time that passes from when the |support is destroyed until it begins to fall|
[Base_19]
Help=Ruins Base|ŻŻŻŻŻŻŻŻŻŻŻ|Frames are unlocked.||Param1 =  time that passes from when the |support is destroyed until it begins to fall|
[Base_17]
Help=BUBBLES|ŻŻŻŻŻŻŻŻ|Frame is free.||When we kill them:|  A --> 4 * B|  B --> 4 * C|  C --> 4 * D|  D --> dies||  E --> 4 * F|  F --> 4 * G|  G --> 4 * H|  H --> dies|
